"What are the appropriate curriculum competencies for a secondary level Game Art and Design curriculum for technology education in the United States? There was an absence of research related to gaming education in the secondary level classroom, particularly in the field of technology education. This research strove to alleviate any impediments, while establishing curriculum competencies for a secondary Game Art and Design course framework."
More Than $100,000 Awarded to Students and Educators by The Joan Ganz Cooney Center at Sesame Workshop and E-Line Media WASHINGTON, May 22, 2012 /PRNewswire-USNewswire/ -- The winners of the National STEM Video Game Challenge, a competition to motivate interest in science, technology, engineering, and math (STEM) by learning, playing and making video games, were announced today at The Atlantic's Technologies in Education Forum in Washington, DC.
Abstract: "This
article
examines
the need for
public school
educators to
adapt a
game
design mentality
when designing
secondary level
curriculum and
instruction
.
Game
design is presented as a tool
for improving
student learning and
suggestions
are offered
for
how
educators can incorporate
game dynamics
such as
narrative context,
explicit
interconnectedness, well
-
ordered problems,
control, choice,
customization, and co
-
design."